Then again, I don't even want to imagine a 300/300 protoss deathball.
What WoL units/mechanics are uninteresting? - Page 9
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orn
Australia76 Posts
Then again, I don't even want to imagine a 300/300 protoss deathball. | ||
mistgun_EU
309 Posts
On June 01 2011 03:52 DeltruS wrote: Aparently Jinro thinks the unit that needs to be removed is the collossus: taken from the HotS thread. this! jinro plays practice games with top protoss like MC, a colossus microed by MC is just too powerful and auto win :p | ||
Mayor
United States472 Posts
Ultralisk Mothership And hydra and roach should be swapped, imo What mechanics do you find needing tweaks? or badly designed. I think forcefield needs a tweak, or atleast give the race a unit that can deal with forcefields and is more accessible than tier 3 ultralisk. What graphic/misc tweaks do you want to see? None, really. What type of new units/buildings would you like to see? Maybe a creep colony, lurkers would also be awesome. | ||
Zorgaz
Sweden2951 Posts
And i also don't like the Void-ray very much, but the two above are far worse. On June 01 2011 04:16 mistgun_EU wrote: this! jinro plays practice games with top protoss like MC, a colossus microed by MC is just too powerful and auto win :p Feels good that Jinro thinks the same :D | ||
425kid
416 Posts
Forcefield Thors Reapers Hellions Vikings Collosi Fungal -> plague ultras roaches corrupters | ||
Garmer
1286 Posts
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SpaceToaster
United States289 Posts
Viking/Thor - Theres no good mech antiair, and vikings are pretty uninteresting to fill that gap. Thors are also pretty boring. Colossus - Creates the most boring unit dynamic in the game. Would honestly be okay without the range upgrade, but even then its still a boring A-Move unit. Roaches - They just don't fit with the zerg swarm concept. Another boring AMove unit. - What mechanics do you find needing tweaks? or badly designed. Fungal Growth - Snares have no place in Starcraft. Maybe change it to a slow, but slows don't really have a place in Starcraft either. Colossus - As above, the viking/colossus dynamic is really lame, and poorly designed. Warp-In - Removes defenders advantage, reduces the effective size of maps. Would be okay if it was a building with entrances/exits like nydus, but that would homogenize the races somewhat. Forcefield - The thing that made spells great in BW was that both players could micro and the spells effectiveness depended on how well both players handled it. SC2 spells like fungal and FF make it extremely one sided and pretty boring. - What graphic/misc tweaks do you want to see? None really, the game looks fine. Maybe some changes to custom game browser, to make it more like Bnet1.0 - What type of new units/buildings would you like to see? Reavers - Would encourage warp prism play, and are all around more fun than Colossus. Lurkers - Allow for Z to hold ground, maybe only allow burrow on creep (since creep can spread everywhere easily in SC2) Scourge - More fun than corrupters. Goliaths and Wraiths - To replace Thors/Vikings. Gols could require Armory but not Techlab, making them the meat of a mech army. Wraiths have great synergy with banshees. Vikings could replace goliaths in their alpha state, where they were built from the factory with a ground to air attack, but flight was an upgrade at starport. | ||
Zorgaz
Sweden2951 Posts
On June 01 2011 04:17 SpaceToaster wrote: - What are your top 3 uninteresting units in the game? Viking/Thor - Theres no good mech antiair, and vikings are pretty uninteresting to fill that gap. Thors are also pretty boring. Colossus - Creates the most boring unit dynamic in the game. Would honestly be okay without the range upgrade, but even then its still a boring A-Move unit. Roaches - They just don't fit with the zerg swarm concept. Another boring AMove unit. - What mechanics do you find needing tweaks? or badly designed. Fungal Growth - Snares have no place in Starcraft. Maybe change it to a slow, but slows don't really have a place in Starcraft either. Colossus - As above, the viking/colossus dynamic is really lame, and poorly designed. Warp-In - Removes defenders advantage, reduces the effective size of maps. Would be okay if it was a building with entrances/exits like nydus, but that would homogenize the races somewhat. Forcefield - The thing that made spells great in BW was that both players could micro and the spells effectiveness depended on how well both players handled it. SC2 spells like fungal and FF make it extremely one sided and pretty boring. - What graphic/misc tweaks do you want to see? None really, the game looks fine. Maybe some changes to custom game browser, to make it more like Bnet1.0 - What type of new units/buildings would you like to see? Reavers - Would encourage warp prism play, and are all around more fun than Colossus. Lurkers - Allow for Z to hold ground, maybe only allow burrow on creep (since creep can spread everywhere easily in SC2) Scourge - More fun than corrupters. Goliaths and Wraiths - To replace Thors/Vikings. Gols could require Armory but not Techlab, making them the meat of a mech army. Wraiths have great synergy with banshees. Vikings could replace goliaths in their alpha state, where they were built from the factory with a ground to air attack, but flight was an upgrade at starport. Yeah man removed BW units > New SC2 units for the most part xd. | ||
baldgye
United Kingdom1072 Posts
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papaz
Sweden4149 Posts
corruptor reaper carrier overseer thor all in one way or another uninteresting | ||
Sm3agol
United States2055 Posts
On June 01 2011 04:01 Chicane wrote: Collosus Immortals Corruptors Overseers Ultralisks As for spells... I think a slight FF nerf which took a bit of the control out of the Protoss' hands would be for the best... though I still think they should be able to place the FF on top of units otherwise they would be useless. HSM should get a speed buff.... or something. I would like to see zealot legs researched at the cyber core for 100/100 and charge at the twilight council for 100/100. There is always more I could add... but I'll leave it at that. Just make FF a cooldown based ability, not a mana based. No more 4 sentries dropping 15 FF down. | ||
Exstasy
United Kingdom393 Posts
Overseer Raven Raven HSM needs a buff, only to open up a new path for terran to take, Storm - 75 energy 4 seconds 80 damage 1.5 radius HSM - 125 energy 15 seconds 100 damage 2.0 radius i think they should be alot closer if i'm honest. | ||
Spacedude
Denmark161 Posts
- What 3 units in the game need to go into the redesign list? Colossus, Stalker/Marauders, Reapers (okayish at the start of a game, I guess), vikings, Reven, Mothership and so on and so on. It's actually easier to just name 3 good units because there is so few of them: Siege tank (best unit in the game mechanically speaking), Mutas (bw style was better), dropship (dropping units). - What mechanics do you find needing tweaks? or badly designed. I hate how unit movement works and how they clump up into thight balls. Automatic mechanics Warpgate tech (this is another 'cool' feature that yeah totally lame) Forcefields - What type of new units/buildings would you like to see? Science vessel, defiler, reaver and so on | ||
Techno
1900 Posts
On June 01 2011 02:26 KimJongChill wrote: I'd love for zerg to have a spellcaster that is defensive, and strenghthens zerg units Yea maybe a unit that could instantly heal a bunch of health, but is super slow off creep so it's defensive! | ||
tehemperorer
United States2183 Posts
Marauder: Make concussive shells toggleable and do an archon aoe that slows that hits for about 4 (+4 to light) dmg... That way you're either good vs armored, or you can kite light, but not both. Colossus: Change this machine to have a vertical splash rather than horizontal and we're golden. It's a cool ass unit but currently performs way too well against the natural concave that every ranged unit wants to form | ||
SiCkO_
United States481 Posts
On June 01 2011 02:20 Elefanto wrote: from a protoss point of view, these 3 units destroy most of the dynamics within the game. uninteresting: marauder roach colossus Everyone has so much dps potential for their cost by simply a-moving, That's bad and makes for uninteresting games. Also i'm a bit scared, because they say "some units aren't cool". Imo it's not about beeing cool / not cool, it's more about the usability and not how gimmicky a unit is. maybe i missinterpreted it a bit D:. i would like to see a redesign as well for: hydras (too expensive and slow. isn't zergish at all) reaper (nerfed into oblivion, has good harass potential) immortal (a-move unit in bigger battles, hilariously expensive, slow, low range) I'll have to agree with this and add a few things: Fix the spellcasters (ie Infestor/HT) Infestors are getting abused since they basically can do so much damage and restrict movement, now they obviously cant simply get nerfed into oblivion, but there needs to be tweaks to it to make it still effective but not overwhelmingly useful compared to HTs and Ravens Sentries probably need tweaking as well with the forcefields, though I'm not sure how that would work :/ | ||
pzea469
United States1520 Posts
But I'd say medivacs are the units I hate most. I just don't like them and would prefer a dropship + medics to come back. | ||
Big G
Italy835 Posts
- Colossus/Immortal should have their each own use. Actually I absolutely hate when a Toss techs blindly to Colossi even if the enemy composition is Roach/Marauder/Stalker heavy. It makes me sad, and that's all because the Colossus is too general-purpose while the Immortal has so little use. I like the concept of hardened shields, but atm Immortals are too slow and costly to act as meat shields while having too little range to be support units. While the Colossus could just be patched (bonus damage vs light and less damage vs armored), the Immortal needs a deeper rework. Maybe some minor tweaking and the return of shield battery (or a unit/ability with similar role) could make it REALLY immortal with proper use. - the Void Ray is not bad per se, but it is a clear case of failed design (born with 3 stages charge, nerfed and changed in every possibile way). Even if it was either broken, due to the hydras being tier 2, or useless as anti-air, I miss the old charge-micro. The actual version sometimes discourages focus firing to grant the charge (voids vs corruptors), so the "1a" attack ironically is more efficient than focus firing. This is one of the units that I really want to be replaced. - Mothership is just bad. I think that every Protoss out there would trade the 700hp, damage and cloaking field for a cheaper and faster Arbiter-like unit with just Vortex and Recall. | ||
raga4ka
Bulgaria5679 Posts
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Gescom
Canada3309 Posts
On June 01 2011 04:33 Big G wrote: While the Colossus could just be patched (bonus damage vs light and less damage vs armored), the Immortal needs a deeper rework. Sounds a bit like an Archon. ;0) | ||
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